How many sessions end in frustration, with deaths piling up before the player leaves?
A player who leaves after a calm stretch is different from one who leaves after dying again and again. This entry shows how to tell the two endings apart from your event log, and what to leave out so the share is not inflated.
Why this works
Frustration shows as a sudden pile-up, not as a high count overall. Comparing the last stretch of play with what came before separates a player who angrily gave up from one who simply stopped for the evening.
When not to use it
Wrong for levels that naturally end in a hard stretch, such as a final boss, and for very short sessions. Compare a level against other levels, and never judge it against zero.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "How many sessions end in frustration, with deaths piling up before the player leaves?" (read_entry sessions-that-end-in-a-burst-of-deaths) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP